Artillery

Artillery a11a

-gave the gun shadows
-added a 2nd gun
-changes to A point geometry for optimization purposes
-significant changes to A point, reducing the number of highground options for red team
-overpass flank on to A point widened significantly
-distance from blu spawn to A point increased to hopefully counteract red teams kamikaze holds in front of blu spawn
-small fixes all around
-reduced clutter around A site
-some visual fixes
-some visual errors added (seams baby)
-improved cover for Red team on B site
-raised many ceilings around the map
-increased distance between A and B points
some minor detailing around A site
other small fixes.
-redesigned right side of B point as it was a bit.. pointless before
-improved red defensive positions on B site
-adjusted spawn times for both teams on B
-adjusted some respawn wave times
-changed some geometry, especially around last
-cant remember what else.
-reduced red respawn time on A
-redesigned A forward hold to be slightly more defensible for red, and to not encourage them to overextend as much
-added some geometry on A point to cover sightlines, slightly improving defensibility
-improved ammo accessibility on A point

red should hopefully be able to hold this point now lmao

-added an additional entrance to the A->B connector lobby, giving A a highground position to push into this area from.
-increased red respawn wave times on B point.
-redesigned the entire B point
-removed entire underground / behind the point flank area, as it was going largely unused and was a bit confusing
-redesigned the left entrance to no longer be a heavily lowground entrance for blu, as this felt awful to enter the point via
-removed the slide doors on the right entrance to the point
-reduced the height of red teams high ground on this point
-reduced the range of rotation values available to the AA gun, it should be in a position where it can be walked on far more often now.
A lot of changes designed to hopefully help focus the gameplay of the map. Overall these changes should lead to more fast paced, close range combat as many engagement ranges across the map have been shortened.

-narrowed the entire area before A point by about 600hu, removing the most out of the way route for blu as blu were feeling very spread out on this point.
-narrowed B point by pulling in the cliff side area of the point, again that route was very out of the way for blu and this will make the map hopefully more active
-constricted the area under B point, this area was pretty much just a large open space before, now it feels more like 3 distinct areas enabling more close ranged combat
-adjusted some pickups around the map
-small detailing changes around A point to make it less noisy.
-fixed the awesome dirt pillar
-shortened the highground window in A->B connector to make it less abusable for red team.
-redesigned A point highground area & the warehouse flank - This should make attacking red's hold on A feel much less one dimensional.
-changed geometry around the A point lobby area, as this area felt like dead mans land before and now is a much more reasonable place to approach the point from as BLU
-reduced blu team respawn wave time on point A
-reduced cap time on A point

-redesigned A->B connector, narrowing it and slightly moving where BLU teams entrances to it are, as players were largely only using one of the entrances to B since the other two were far away from their entrances to this connector.
-changed some geometry on the entrances to B point
-reduced red teams respawn wave time on B point
-increased cap time on B point.